Skeleton Mages
Contents
Skeleton Mage Subtypes
Act II
- Blazing Guardian
- Charged Construct
- Chilling Construct
- Frost Guardian
- Noxious Guardian
- Shock Guardian
- Smoldering Construct
- Toxic Construct
In Alphabetical Order
Blazing Guardian
- Appears in Act II - The Forgotten Ruins
- Has Fire Shot which shoots a single fiery projectile that explodes on impact causing direct and splash damage.
- No physical melee attack but will still shoot the Fire Shot' at close range.
- Has some immunity to fire.
<mob>Blazing Guardian</mob>
Charged Construct
- Appears in Act II - Halls of Dusk, The Storm Halls and The Unknown Depths
- Has Lightning Shot which sends out a charged blast of lightning with long range accuracy. The shot moves fairly quickly, but the Construct telegraphs it with an exaggerated inhalation-like prelude that gives you a couple of seconds to move out of the shot's trajectory.
- Has no melee attack but will still use Lightning Shot at close range which is impossible to avoid.
- Partially immune to lightning damage.
- Is the tougher version of the 'Shock Guardian.
<mob>Charged Construct</mob>
Chilling Construct
- Appears in Act II - Halls of Dusk, The Storm Halls and The Unknown Depths
- No physical melee attack.
- Has Ice Shot which flings three ice bolts in a single toss that spread apart as they travel; at close range he can hit you with all three. These projectiles inflict Cold damage, and they also Chill if they hit, slowing you briefly. The bolts don't travel very fast making them easy to avoid at a distance.
- Has an immunity to cold damage.
<mob>Chilling Construct</mob>
Frost Guradian
- Appears in Act II - Chamber of the Lost Idol
- No physical melee attack.
- Has Ice Shot which flings three ice bolts in a single toss that spread apart as they travel; at close range he can hit you with all three. These projectiles inflict Cold damage, and they also Chill if they hit, slowing you briefly. The bolts don't travel very fast making them easy to avoid at a distance.
- Has an immunity to Cold damage.
<mob>Frost Guardian</mob>
Noxious Guardian
- Appears in Act II - Chamber of the List Idol, Eastern Channel, Ruined Cistern, Sewers of Caldeum and Western Channel.
- Has Poison Toss flinging handfuls of plague-ridden slime that inflict Poison damage.
- Although he has no physical melee attack he will still fling Poison Toss if you go toe to toe with him.
- Partially immune to poison.
<mob>Noxious Guardian</mob>
Shock Guardian
- Appears in Act II - Mysterious Cave (1,2), The Forgotten Ruins and Vault of the Assassin.
- Has Lightning Shot which sends out a charged blast of lightning with long range accuracy. The shot moves fairly quickly, but the Construct telegraphs it with an exaggerated inhalation-like prelude that gives you a couple of seconds to move out of the shot's trajectory.
- Although he has no physical melee attack he will still throw Lightning Shot at you at close range.
- Partially immune to lightning damage.
<mob>Shock Guardian</mob>
Smoldering Construct
- Appears in Act II - Halls of Dusk, The Storm Halls and The Unknown Depths.
- Has Fire Shot which shoots a single fiery projectile that explodes on impact causing direct and splash damage.
- No physical melee attack but will still shoot the Fire Shot' at close range.
- Has some immunity to fire.
- Stronger version of the Blazing Guardian.
<mob>Smoldering Construct</mob>
Toxic Construct
- Appears in Act II - Halls of Dusk, The Storm Halls and The Unknown Depths.
- Has Poison Toss flinging handfuls of plague-ridden slime that inflict Poison damage.
- Although he has no physical melee attack he will still fling Poison Toss if you go toe to toe with him.
- Has immunity to poison.
<mob>Toxic Construct</mob>
Named
Superunique versions of Skeleton Mage have a chance of spawning in the following areas:
- Ghezrim - Stinging Winds, Guardian Spirits event.
Gallery
Monsters of Diablo III[e] Beasts Beasts: Superunique Demons Demons: Superunique Humans Humans: Superunique Undead Undead: Superunique Objects Bosses Boss Mods Monster Info Fanmade |
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Beasts | Bat - Beast - Blood Hawk - Demonic Hellflyer - Electric Eel - Khazra - Lacuni - Lamprey - Quill Fiend - Rockworm - Sand Monster - Sand Shark - Sand Wasp - Scavenger - Spider - Spiderling - Swarm - Withermoth - Wood Wraith - |
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Demons |
Armored Destroyer - Dark Berserker - Deceiver - Fallen - Ghoul - Hellion - Thrall |
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Undead |
Accursed - Bone Reaver - Brigand - Dune Dervish - Ghost - Ghoul - Grotesque - Morlu Caster - Risen Dead - Skeleton - Skeleton Mage - Unburied - Wraith - Wretched Mother |
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Primary Quest Uniques |
Act One Bosses:
Araneae -
Skeleton King -
The Warden -
The Butcher
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Uniques Modifiers |
Strong CC (Limit 1): Knockback -- Nightmarish -- Vortex -- Jailer | ||||
Removed Modifiers |
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Act One Uniques | Araneae - Web Spit | Leoric - Summon Skeleton, Teleport Strike, Triple Cleave | The Butcher - Smash, Grappling Hook, Spear, Frenzy Charge | ||
Act Two Uniques | Maghda - Forcefield, Summoning Ritual, Punish, Moth Dust, Teleport. | Zoltan Kulle - Fiery Boulder, Time Bubble, Ceiling Collapse, Energy Twister,Vanish, Creepy Laugh | Belial - Phase One: Triple Fireball, Summon Vipers. Phase Two: Poison Meteors, Ground Pound, Lightning Strike, Lightning Breath. | ||
Act Three Uniques | Ghom - Acid Slime, Sneeze, Gas Cloud, Chomp. | Siegebreaker - Triple Hit, Charge, Leg Stomp, Grab and Throw. | Cydaea - Pain Bolts, Web Trap, Spider Pits. | Azmodan - Bellyflop, Laser Attack, Falling Corpses, Demon Gate, Pool of Destruction, Globe of Annihilation. | |
Act Four Uniques | Rakanoth - Cleave, Teleport Strike, Blade Strike, Volley, Summon Minion. | Izual - Frost Nova, Frozen, Summon Minions. | Diablo - Phase One: Claw Rip, Charge, Hell Spikes, Shadow Vanish Grab, Curse of Destruction, Ring of Fire, Ground Stomp, Curse of Anguish, Curse of Hatred. Phase Two: Shadow Clone. Phase Three: Overdrive, Lightning Breath. |
Monster Info |
Monsters Basics -
Bosses -
Boss Modifiers -
Champions -
Quest bosses -
Teeth of Diablo -
Fan-made monsters
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